Patent classifications
A63F13/847
NON-TRANSITORY COMPUTER READABLE MEDIUM, INFORMATION PROCESSING METHOD, AND INFORMATION PROCESSING SYSTEM
A non-transitory computer-readable medium stores a program causing a computer to execute: registering a game object selected by each player, each player selecting the game object from a plurality of types of game objects, the game object being registered as a participating object serving as an operable target in a first game; setting a special object for the first game; changing the operable target to the special object, irrespective of the type of the participating object, for a player satisfying a prescribed condition in the first game; executing the first game by using common status information that is common at least to the participating objects of the same type when a player uses the participating object as the operable object; and executing the first game by using special status information set for the special object when a player uses the special object as the operable object.
Game device, recording medium, and game system
A non-transitory computer readable recording medium having recorded thereon a program for a game device having a processor, in which the program causes the processor to: receive an operation-input made by a first user; and cause a first character of a game to execute an action, based on the operation-input made by the first user, in which when a first action made by a second character of the game is executed based on an operation-input made by a second user, the program causes the processor to cause the first character to execute a second action responsive to the first action, based on the operation-input made by the first user and received by the receiver.
Game device, recording medium, and game system
A non-transitory computer readable recording medium having recorded thereon a program for a game device having a processor, in which the program causes the processor to: receive an operation-input made by a first user; and cause a first character of a game to execute an action, based on the operation-input made by the first user, in which when a first action made by a second character of the game is executed based on an operation-input made by a second user, the program causes the processor to cause the first character to execute a second action responsive to the first action, based on the operation-input made by the first user and received by the receiver.
USING GAZE TRACKING TO EFFECT PLAYER CHOICES IN MULTI PLAYER INTERACTIVE NARRATIVES
The present disclosure is directed to controlling outcomes in a game that includes multiple different users playing respective roles of specific virtual characters. The multiple different users may be present at a same physical location, or the different users may be located at different physical locations when movement of their eyes is tracked. Here, a user may choose one of a set of provided selections by simply looking at the chosen selection for a period of time or by looking at the chosen selection and performing an action or gesture. This functionality allows multiple different users to control actions performed by different specific characters via an online multiplayer system. Depending on what a first user looks at, that first user or a second user may be provided with a corresponding set of selections or audio/visual content via respective gaming devices operated by the first and the second user.
VIRTUAL ROLE CONTROL METHOD AND APPARATUS, STORAGE MEDIUM, AND COMPUTER DEVICE
This application discloses a virtual role control method performed by a computer device. The method includes: displaying, on a display interface, a virtual scene corresponding to a virtual task, the virtual scene comprising at least one virtual role belonging to a first camp and at least one virtual role belonging to a second camp; when a first target virtual role in the first camp is killed by a virtual role of the second camp, switching the first target virtual role from the first camp to the second camp; when all the virtual roles of the first camp are killed in the virtual scene, displaying that the second camp wins on the display interface; and when a duration for executing the virtual task reaches a predetermined duration and at least one virtual role of the first camp still exists in the virtual scene, displaying that the first camp wins on the display interface.
Team playing type game program
A game is provided in which playing characters controlled by players battle each other in a three dimensional virtual space so as to obtain battle points. The obtained battle points are collected as total values, with the total values being ranked. A player belongs to one group of a plurality of groups set in the game program. The playing characters are divided into specific teams based on input from each player, with each specific team being in the group to which the player belongs. The teams, including two or more playing characters comprising the team, of different groups battle in the three dimensional virtual space. The battle points obtained by the respective playing characters in the battle are totalized for every team, and the teams are ranked based on the team points.
Team playing type game program
A game is provided in which playing characters controlled by players battle each other in a three dimensional virtual space so as to obtain battle points. The obtained battle points are collected as total values, with the total values being ranked. A player belongs to one group of a plurality of groups set in the game program. The playing characters are divided into specific teams based on input from each player, with each specific team being in the group to which the player belongs. The teams, including two or more playing characters comprising the team, of different groups battle in the three dimensional virtual space. The battle points obtained by the respective playing characters in the battle are totalized for every team, and the teams are ranked based on the team points.
METHOD, APPARATUS, AND TERMINAL FOR TRANSMITTING MESSAGE IN MULTIPLAYER ONLINE BATTLE PROGRAM, AND MEDIUM
A method, apparatus, and terminal for transmitting a message in a multiplayer game, and a medium are provided, belonging to the field of human-machine interaction. The method includes: displaying a first user interface of the multiplayer game, the multiplayer game providing a virtual environment for at least two teams of virtual characters to conduct an online battle; displaying a warning transmitting control in a predetermined region on the first user interface in response to that an event associated with a virtual character in the virtual environment satisfies a warning condition, the warning transmitting control being configured to transmit a warning message corresponding to the event; and transmitting the warning message to a second terminal in response to a transmitting operation on the warning message, the first account and the second account having a teammate relationship.
METHOD, APPARATUS, AND TERMINAL FOR TRANSMITTING MESSAGE IN MULTIPLAYER ONLINE BATTLE PROGRAM, AND MEDIUM
A method, apparatus, and terminal for transmitting a message in a multiplayer game, and a medium are provided, belonging to the field of human-machine interaction. The method includes: displaying a first user interface of the multiplayer game, the multiplayer game providing a virtual environment for at least two teams of virtual characters to conduct an online battle; displaying a warning transmitting control in a predetermined region on the first user interface in response to that an event associated with a virtual character in the virtual environment satisfies a warning condition, the warning transmitting control being configured to transmit a warning message corresponding to the event; and transmitting the warning message to a second terminal in response to a transmitting operation on the warning message, the first account and the second account having a teammate relationship.
METHODS AND SYSTEMS FOR INTERACTIVE GAMING PLATFORM SCENE GENERATION UTILIZING CAPTURED VISUAL DATA AND ARTIFICIAL INTELLIGENCE-GENERATED ENVIRONMENT
Methods and systems are provided for interactive gaming platform scene generation utilizing captured visual data and artificial intelligence-generated environment, with the gaming platform including at least a user device that has or is coupled to a display, with the gaming platform configured to obtain recorded footage associated with an environment pertinent to a game playable via the user device, to generate, based on the recorded footage, one or more video frames for use during playing of the game via the user device, and to display the one or more video frames via the display during the playing of the game via the user device. The recorded footage may be processed using artificial intelligence, and the one or more video frames may be generated using the artificial intelligence and based on the processing of the recorded footage.